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from-life-comes-death [2020/11/12 20:07]
naaira [1; You may be thinking I'm crazy for thinking that Arco is better at using Nature gems than Pangaea.]
from-life-comes-death [2021/04/18 22:42] (current)
joste [Key Mages]
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 I'd argue that it easily does so, and lets LA Arco play fundamentally different to its earlier cousin. This argument comes from three provocative statements:  I'd argue that it easily does so, and lets LA Arco play fundamentally different to its earlier cousin. This argument comes from three provocative statements: 
-  - +
   - LA Arco is the best user of Nature gems in the Late Age.    - LA Arco is the best user of Nature gems in the Late Age. 
   - LA Arco loses nothing by rushing ??Mother Oak??   - LA Arco loses nothing by rushing ??Mother Oak??
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 ==== 1; You may be thinking I'm crazy for thinking that Arco is better at using Nature gems than Pangaea. ==== ==== 1; You may be thinking I'm crazy for thinking that Arco is better at using Nature gems than Pangaea. ====
 **And you'd be right. ** \\ **And you'd be right. ** \\
-However Arco cheats. Arco has a 200g ??Panageis?? mage with a 'carcass collector' ability which is not mentioned in the Dom5 Mod Inspector. This ability lets the mage turn {{gems>3N}} into {{gems>3D}} a turn. This lets us reliably convert nature gems into the best gem type in the game, to power Death's amazing summons. More on this later. +HoweverArco cheats. Arco has a 200g ??Panageis?? mage with a {{abilities:carcass_collector.png?nolink}}'[[carcass collector]]' ability which is not mentioned in the Dom5 Mod Inspector. This ability lets the mage turn {{gems>3N}} into {{gems>3D}} a turn. This lets us reliably convert nature gems into the best gem type in the game, to power Death's amazing summons. More on this later. 
 ==== 2; LA Arco doesn't need help expanding - its elephants can handle that ==== ==== 2; LA Arco doesn't need help expanding - its elephants can handle that ====
 (https://www.youtube.com/watch?v=ie-gLg65B4s) (https://www.youtube.com/watch?v=ie-gLg65B4s)
  
-However those elephants have low magic resistance and morale, which other players can exploit (with fear effects before you get key buffs, and ??Soul Slay??/??Paralyze?? a bit later). This means that relying solely on them to fight off early rushes is unwise, and there is a window of relative vulnerability before Arco's communions can cast the really powerful spells (Summon Elementals, Maws of the Earth, Soul Slay, etc). +However those elephants have low magic resistance and morale, which other players can exploit (with fear effects before you get key buffs, and ??Soul Slay??/??Paralyze?? a bit later). This means that relying solely on them to fight off early rushes is unwise, and there is a window of relative vulnerability before Arco's communions can cast the really powerful spells (Summon Elementals, ??Maws of the Earth??, Soul Slay, etc). 
  
 If we take a dormant SC pretender, we can cover this brief window of vulnerability before our communions are online.  If we take a dormant SC pretender, we can cover this brief window of vulnerability before our communions are online. 
-Similarly, Arco can be a bit dependent on its communions, since it lacks recruitable thugs and its troops can have trouble breaking through high protection. It does have a good end game strategy in communions, but more flexibility would be great (LA Arco lacks SCs, high level death, astral or blood access). So a pretender to cover that would be good. +Similarly, Arco can be a bit dependent on its communions, since it lacks recruitable thugs and its troops can have trouble breaking through high protection. It does have a good end game strategy in communions, but more flexibility would be great (LA Arco lacks SCs, high-level death, astral or blood access). So a pretender to cover that would be good. 
  
-One option to give Arco a second late game strategy is to take Death on the pretender. This lets us summon Bane LordsWights and Wraith Lords (immortal casters who can moonlight as thugs).+One option to give Arco a second late-game strategy is to take Death on the pretender. This lets us summon ??Bane Lord??s, ??Wight??s, and ??Wraith Lord??([[immortal]] casters who can moonlight as thugs).
  
-However we can do better than that. If we take {{path>D5}} on the pretender we can boost all the way up to {{path>D7}} with items, which lets us cast ??Tartarian Gate?? for {{gems>10D}}. This summons a ??Tartarian??. Tartarians are amazingly stated giants who would be top quality SCs/mages, apart from them being units and overwhelmed by afflictions. {{path>N4}} lets us cast ??Gift of Reason?? for {{gems>20N}} gems, which turns them into commanders. The next step is to cast the nature global ??Gift of Health??. Sadly our healers don't work on undead, though a Recuperation bless and ??Shroud of the Battle Saint?? would. ??Legion of Wights?? is also a solid use of death gems in the late game.+Howeverwe can do better than that. If we take {{path>D5}} on the pretender we can boost all the way up to {{path>D7}} with items, which lets us cast ??Tartarian Gate?? for {{gems>10D}}. This summons a ??Tartarian??. Tartarians are amazingly stated giants who would be top quality SCs/mages, apart from them being units and overwhelmed by afflictions. {{path>N4}} lets us cast ??Gift of Reason?? for {{gems>20N}} gems, which turns them into commanders. The next step is to cast the nature global ??Gift of Health??. Sadly our healers don't work on undead, though a Recuperation bless and ??Shroud of the Battle Saint?? would. ??Legion of Wights?? is also a solid use of death gems in the late game.
  
-So if we take a dormant SC with {{path>D5}} and {{path>N4}}+, we cover our weaknesses in the early game and late game, and get access to usable thugs in the mid game. That dormant pretender can also cast ??Mother Oak??. A dormant ??Mother of Monsters?? (Dominion 5, {{path>D5N5B3}}) would let you take 4 scales. A ??Titan of Spring?? (Dom 5 {{path>D5N5}}) would let you take 6 scales. +So if we take a dormant SC with {{path>D5}} and {{path>N4}}+, we cover our weaknesses in the early game and late game, and get access to usable thugs in the mid-game. That dormant pretender can also cast ??Mother Oak??. A dormant ??Mother of Monsters?? (Dominion 5, {{path>D5N5B3}}) would let you take 4 scales. A ??Titan of the Spring?? (Dom 5 {{path>D5N5}}) would let you take 6 scales. 
  
 Suggested early research is Thaumaturgy 2 (Communions, ??Mind Burn??), Construction 2 (SC items), then Alt 5 (??Swarm??, ??Maws of the Earth??). Suggested early research is Thaumaturgy 2 (Communions, ??Mind Burn??), Construction 2 (SC items), then Alt 5 (??Swarm??, ??Maws of the Earth??).
  
-Interestingly, you can also cast Mother Oak without this pretender. Get a {{path>W1N1}} ??Sibyl??, add a ??Robe of the Sea?? and a ??Water Bracelet??, summon a ??Naiad??, then finally add a ??Moonvine Bracelet?? and ??Thistle mace??. However that needs Construction 6 and Conjuration 5. You'll get most of the {{gems>W}} gems for this from nation-specific events. Late game you can also funnel gems from Mother Oak into ??Well of Misery??, for more free gems. If people are willing to trade {{gems>N}} and {{gems>D}} gems 1:1, then your carcass collector ability is less useful. However it still gives flexibility and a backup. If nothing else, you can spend your time trading your other gems for Death gems. +Interestingly, you can also cast Mother Oak without this pretender. Get a {{path>W1N1}} ??Sibyl??, add a ??Robe of the Sea?? and a ??Water Bracelet??, summon a ??Naiad??, then finally add a ??Moonvine Bracelet?? and ??Thistle Mace??. Howeverthat needs Construction 6 and Conjuration 5. You'll get most of the {{gems>W}} gems for this from nation-specific events. Late game you can also funnel gems from ??Mother Oak?? into ??Well of Misery??, for more free gems. If people are willing to trade {{gems>N}} and {{gems>D}} gems 1:1, then your carcass collector ability is less useful. Howeverit still gives flexibility and a backup. If nothing else, you can spend your time trading your other gems for Death gems.
- +
- --- +
 ==== 3; Nature gems are rare in the Late Age ==== ==== 3; Nature gems are rare in the Late Age ====
  
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 Arco can afford to send out several ??Orphic Mystic??s (100g, {{path>N1}} mages with other paths) early to site-search, since it doesn't need priests to lead sacreds and has good researchers. There are 6 nations which can send out better site-searchers, but only Pythium and Pangaea have significant default gem income and better site-searchers ( Pythium (265g, {{path>N2}}), Pangaea (255g, {{path>N3}}, slow to recruit)). FYI the other good site-searchers are Tien Chi (220g, {{path>N2}}), Gath (195g, {{path>N2}}), Mictlan (125g, {{path>N2}}) and Xibalba (145g, {{path>N2}}). There are several other nations which might race you to Mother Oak of course.  Arco can afford to send out several ??Orphic Mystic??s (100g, {{path>N1}} mages with other paths) early to site-search, since it doesn't need priests to lead sacreds and has good researchers. There are 6 nations which can send out better site-searchers, but only Pythium and Pangaea have significant default gem income and better site-searchers ( Pythium (265g, {{path>N2}}), Pangaea (255g, {{path>N3}}, slow to recruit)). FYI the other good site-searchers are Tien Chi (220g, {{path>N2}}), Gath (195g, {{path>N2}}), Mictlan (125g, {{path>N2}}) and Xibalba (145g, {{path>N2}}). There are several other nations which might race you to Mother Oak of course. 
  
 +
 +==== TLDR ==== 
 <WRAP box round> <WRAP box round>
-**TLDR**  
   * LA Arco is weak after enemies have elephant counters, and before it has working communions.    * LA Arco is weak after enemies have elephant counters, and before it has working communions. 
   * It would also like a bit more flexibility in the mid/late game.    * It would also like a bit more flexibility in the mid/late game. 
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 </WRAP> </WRAP>
  
-====== Suggested Pretender and Scales ======+===== Suggested Pretender and Scales =====
 <WRAP column half> <WRAP column half>
 <WRAP box round centeralign> <WRAP box round centeralign>
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-====== In game tactics ======+===== In game tactics =====
  
 We’ve seen a high level view of this strategy, but what about the details? We’ve seen a high level view of this strategy, but what about the details?
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-{{:nations:la:arcoscephale:mystic.png?20&nolink |}}**??Mystic?? (135g):** Your default battle-mage, giving you powerful communions with S,F,E and W. Starts with {{path>S1,100%FWES,50%FWE}}, is guaranteed a FWES random, and has an independent 50% chance of a FWE random. Also a solid researcher, with 12RP. Having a research core full of these is great for immediate combat power.+{{:nations:la:arcoscephale:mystic.png?20&nolink |}}**??Mystic?? (135g):** Your default battle-mage, giving you powerful communions with S, F, Eand W. Starts with {{path>S1,100%FWES,50%FWE}}, is guaranteed a FWES random, and has an independent 50% chance of a FWE random. Also a solid researcher, with 12RP. Having a research core full of these is great for immediate combat power.
  
-Figuring out good communion strategies with these is 80% of the game with Arco. As a short list of suggestions, Iron Warriors + Body Ethereal + Weapons of Sharpness to buff your troops, Summon Elemental spam for super units, or Gifts From Heaven/Soul Slay to stop elites.Remember you can always raid with them when you have Summon Elemental, though you may have better options.+Figuring out good communion strategies with these is 80% of the game with Arco. As a short list of suggestions, ??Iron Warriors?? ??Body Ethereal?? ??Weapons of Sharpness?? to buff your troops, Summon Elemental spam for super units, or ??Gifts from Heaven??/??Soul Slay?? to stop elites. Remember you can always raid with them when you have Summon Elemental, though you may have better options.
  
 {{:nations:la:arcoscephale:orphic_mystic.png?18&nolink |}}**??Orphic Mystic?? (100g):** Your most gold efficient research mage at 11RP, and one of your best raiding options. Orphics are spell-singers, so any spells they cast are half-fatigue (though take longer to cast). They start with {{path>N1D1,50%FWE,50%SDN}}, and have a 50% chance of a FWE random, and a 50% chance of a SDN random. {{:nations:la:arcoscephale:orphic_mystic.png?18&nolink |}}**??Orphic Mystic?? (100g):** Your most gold efficient research mage at 11RP, and one of your best raiding options. Orphics are spell-singers, so any spells they cast are half-fatigue (though take longer to cast). They start with {{path>N1D1,50%FWE,50%SDN}}, and have a 50% chance of a FWE random, and a 50% chance of a SDN random.
  
-The elemental randoms can get you Skulls of Fire, Mossbody and research monkeys, but the real gems are the sorcery randoms. +The elemental randoms can get you ??Skulls of Fire????Mossbody?? and research monkeys, but the real gems are the sorcery randoms. 
-{{path>S}} randoms give you {{path>N}} and {{path>D}} in your communions. With the half-fatigue from spell-singer, this opens up the Nature and Death trees to you. Wooden Warriors, Soul-Vortexed communion slaves with regenerating bodyguards, Howl, Charm. the options here are wide and varied.+{{path>S}} randoms give you {{path>N}} and {{path>D}} in your communions. With the half-fatigue from spell-singer, this opens up the Nature and Death trees to you. ??Wooden Warriors????Soul Vortex??ed communion slaves with regenerating bodyguards, ??Howl????Charm??. the options here are wide and varied.
  
 {{path>D2}} and {{path>N2}} randoms are great raiders. At {{path>D2}} with spellsinger you can spam ??Horde of Skeletons?? without a communion. At {{path>N2}} you get reduced fatigue on Swarm, on top of your spellsinger reduced fatigue. Keep a few of these with any doomstack you have, to break out and raid provinces. A {{path>N1}} Orphic can also do Swarm raiding, of course. Remember to follow swarm raiders with scouts carrying {{gems>N}} gems. {{path>D2}} and {{path>N2}} randoms are great raiders. At {{path>D2}} with spellsinger you can spam ??Horde of Skeletons?? without a communion. At {{path>N2}} you get reduced fatigue on Swarm, on top of your spellsinger reduced fatigue. Keep a few of these with any doomstack you have, to break out and raid provinces. A {{path>N1}} Orphic can also do Swarm raiding, of course. Remember to follow swarm raiders with scouts carrying {{gems>N}} gems.
  
-I have to flag up a special case - if you get any {{path>N2W1}} or {{path>W1S1N1}} randoms, they can cast Foul Vapors without boosters. This is a meta-defining spelland one that enemies might not be expecting you to have. Drop the spell, cast Poison Ward on all your troops with your other Orphic Mystics, and watch as your foes choke to death. +I have to flag up a special case - if you get any {{path>N2W1}} or {{path>W1S1N1}} randoms, they can cast Foul Vapors without boosters. This is a meta-defining spell and one that enemies might not be expecting you to have. Drop the spell, cast ??Poison Ward?? on all your troops with your other Orphic Mystics, and watch as your foes choke to death. 
  
 {{:nations:la:arcoscephale:panageis.png?13&nolink |}}**??Panageis?? (200g):** We are mainly getting these {{path>N1H2,100%ND}} for the Carcass Collector ability to convert {{gems>3N}} gems a turn into {{gems>3D}} gems. As a side benefit, they have Healer 2, which lets us use Mind Hunt freely. They let you convert {{gems>N}} gems into {{gems>D}} gems for an opportunity cost of about 3-4 RP per gem, which is a reasonable price. {{:nations:la:arcoscephale:panageis.png?13&nolink |}}**??Panageis?? (200g):** We are mainly getting these {{path>N1H2,100%ND}} for the Carcass Collector ability to convert {{gems>3N}} gems a turn into {{gems>3D}} gems. As a side benefit, they have Healer 2, which lets us use Mind Hunt freely. They let you convert {{gems>N}} gems into {{gems>D}} gems for an opportunity cost of about 3-4 RP per gem, which is a reasonable price.
  
 +{{:nations:la:arcoscephale:sibyl.png?19&nolink |}}**??Sibyl?? (230g):** These {{path>S2N1H2,100%WSND,10%WSND}} mages are a way to reliably get Nature into our communions, and get {{path>S3}} mages for Mind Hunting. {{path>W}} random Sibyls can also cast ??Foul Vapors?? in a communion, giving you another way to use that strategy. The strategy in this guide doesn’t use them that much, but if you like Mind Hunts, they are key.
  
-{{:nations:la:arcoscephale:sibyl.png?19&nolink |}}**??Sibyl?? (230g):** These {{path>S2N1H2,100%WSND,10%WSND}} mages are a way to reliably get Nature into our communions, and get {{path>S3}} mages for Mind Hunting. {{path>W}} random Sibyls can also cast Foul Vapors in a communion, giving you another way to use that strategy. The strategy in this guide doesn’t use them that much, but if you like Mind Hunts, they are key. +===== Default research path =====
- +
- +
- +
- +
- +
-====== Default research path ======+
  
 Start with **Thaumaturgy 1** for your communions, then look at your neighbours. You may need to research a spell to counter a neighbour looking to rush you in the first year.  Start with **Thaumaturgy 1** for your communions, then look at your neighbours. You may need to research a spell to counter a neighbour looking to rush you in the first year. 
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 While they all have great options for you, rushing important research targets is key. You can always go back for ??Soul Slay?? or ??Mind Hunt?? While they all have great options for you, rushing important research targets is key. You can always go back for ??Soul Slay?? or ??Mind Hunt??
  
-====== Appendix of Arco Tricks ====== +===== Appendix of Arco Tricks =====
  
  
from-life-comes-death.1605211654.txt.gz · Last modified: 2020/11/12 20:07 by naaira